Land Income
Base Land Yield: 50,000/year
Trade #1: Armour. -15% Professional Infantry Hire Cost, -10% Professional Infantry Upkeep Cost, -10% to purchasing weapons and armor, 10k
Trade #2: House Royce - Stone. +2 Siege Defence, -10% Building Cost, 10k
Trade #3: N/A, 0k (from merchant building) (not unlocked)
Trade #4: N/A, 0k (from regional bonus)
Regional Resource: Armour. -15% Professional Infantry Hire Cost, -10% Professional Infantry Upkeep Cost, -10% to purchasing weapons and armor (10k)
Bonuses: +10% from Wealth trait (+2), +30% from buildings
Total Income: 80,000/yearly
Building Upgrades
Tier I
Keep Expansions: +25% castle garrison size permitted
Militia Armoury: +500 Militia Points
Market Square: +10% income
City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere
(Coastal Only) Dockyard: +500 naval militia points, +10% income
Wall Reinforcements: +1 Siege Defence rolls
Tier II
Town Watch: +1,000 Militia Points, 5% cheaper professional troop hire.
(Coastal Only) Large Dockyard: +750 naval militia points, 5% cheaper naval mercs, +5% income
City Watch Barracks: 200 Archers permanently stationed in your home territory. Cannot be moved elsewhere.
Merchant's Square: +10% province incomeCitadel Towers: +1 Siege Defence rolls
Tier III
Barracks: +1,000 Militia Points, 10% cheaper professional troop hire.
(Coastal Only) Major Dockyard: +1,000 naval militia points, 10% cheaper naval mercs, +5% income
City Watch Fortifications: +2 to detection rolls against enemy armies entering your home territory. 100 Heavy Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
Edicts
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